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seen May 15 at 22:55

Feb
27
awarded  Popular Question
Dec
4
answered Goalkeeper Jumping Algorithm?
Jul
30
comment C# Item system design approach, should I use abstract classes, interfaces or virutals?
Bag.Combine or Item.Combine both work, it's down to preference from there :)
Jul
30
comment C# Item system design approach, should I use abstract classes, interfaces or virutals?
To answer the other query there - I assumed you would have a class for each misc object (keys, money, ammo etc) that would inherit from "other" in non-key examples. That is the class that would implement ITransformable, not the "other" class. Your distinction between EquippableItem and IUsable suggests to me that you haven't quite understood the distinction between class and interface. This isn't really the place for a full-on programming tutorial, but the twitter version: A Class is for an object that IS something, an interface is for an object that DOES something, and so more arbitrary.
Jul
30
comment C# Item system design approach, should I use abstract classes, interfaces or virutals?
@vexe - if all three herbs can be transformed in any combination, then all three have to be ITransformable. And you need to know what you're transforming it with to know what the result will be (red + green <> red + blue) I assume. So the Transform() method needs to be Transform(ITransformable). So there's a little more to it than you're thinking, but you're heading down the right road :)
Jul
29
awarded  Teacher
Jul
29
answered C# Item system design approach, should I use abstract classes, interfaces or virutals?
Jun
26
comment Auto-organized / smart inventory system?
This is exactly why I decided on the (more common these days) one-slot-per-item type inventory model instead of this. I wish I had a solution for you, I gave up on this problem...
Jun
24
awarded  Scholar
Jun
24
accepted Multiple viewpoints in Unity3D?
Jun
21
awarded  Supporter
Jun
21
comment Multiple viewpoints in Unity3D?
+1 for the reference link, thanks!
Jun
21
comment Multiple viewpoints in Unity3D?
Thanks, this sounds like what I was trying to achieve. Just to confirm - if I assigned icons to the PC, certain NPC's etc, and have them in the "Minimap" layer too that would show them on the minimap and not in the game world (which is another effect I was wondering how to achieve). Performance-wise, is this a sensible approach? It seems to me that it's only one 3D render, with multiple views, so probably better than trying to separately create those views, but I'm not 100% sure (relative Unity Newbie)
Jun
21
awarded  Student
Jun
21
asked Multiple viewpoints in Unity3D?